using System.Collections.Generic; using System.Threading; namespace Ryujinx.HLE.HOS.Kernel.Threading { static class KConditionVariable { public static void Wait(KernelContext context, LinkedList<KThread> threadList, object mutex, long timeout) { KThread currentThread = KernelStatic.GetCurrentThread(); context.CriticalSection.Enter(); Monitor.Exit(mutex); currentThread.Withholder = threadList; currentThread.Reschedule(ThreadSchedState.Paused); currentThread.WithholderNode = threadList.AddLast(currentThread); if (currentThread.ShallBeTerminated || currentThread.SchedFlags == ThreadSchedState.TerminationPending) { threadList.Remove(currentThread.WithholderNode); currentThread.Reschedule(ThreadSchedState.Running); currentThread.Withholder = null; context.CriticalSection.Leave(); } else { if (timeout > 0) { context.TimeManager.ScheduleFutureInvocation(currentThread, timeout); } context.CriticalSection.Leave(); if (timeout > 0) { context.TimeManager.UnscheduleFutureInvocation(currentThread); } } Monitor.Enter(mutex); } public static void NotifyAll(KernelContext context, LinkedList<KThread> threadList) { context.CriticalSection.Enter(); LinkedListNode<KThread> node = threadList.First; for (; node != null; node = threadList.First) { KThread thread = node.Value; threadList.Remove(thread.WithholderNode); thread.Withholder = null; thread.Reschedule(ThreadSchedState.Running); } context.CriticalSection.Leave(); } } }